[gd_resource type="VisualShader" load_steps=12 format=2]

[ext_resource path="res://Materials/noisetexture.tres" type="Texture" id=1]

[sub_resource type="VisualShaderNodeScalarOp" id=11]
output_port_for_preview = 0

[sub_resource type="VisualShaderNodeTexture" id=12]
texture = ExtResource( 1 )

[sub_resource type="VisualShaderNodeScalarOp" id=13]
output_port_for_preview = 0
default_input_values = [ 0, 1.0, 1, 0.0 ]
operator = 1

[sub_resource type="VisualShaderNodeInput" id=1]
output_port_for_preview = 0
input_name = "uv"

[sub_resource type="VisualShaderNodeInput" id=2]
input_name = "time"

[sub_resource type="VisualShaderNodeScalarFunc" id=3]
function = 0

[sub_resource type="VisualShaderNodeScalarOp" id=6]
default_input_values = [ 0, 0.0, 1, 2.0 ]
operator = 3

[sub_resource type="VisualShaderNodeScalarOp" id=7]
output_port_for_preview = 0
default_input_values = [ 0, 0.0, 1, 0.5 ]

[sub_resource type="VisualShaderNodeScalarOp" id=9]
output_port_for_preview = 0

[sub_resource type="VisualShaderNodeScalarFunc" id=10]
output_port_for_preview = 0
function = 15

[resource]
code = "shader_type canvas_item;
uniform sampler2D tex_frg_11;



void vertex() {
// Output:0

}

void fragment() {
// Input:3
	float n_out3p0 = TIME;

// ScalarFunc:4
	float n_out4p0 = sin(n_out3p0);

// ScalarOp:5
	float n_in5p1 = 2.00000;
	float n_out5p0 = n_out4p0 / n_in5p1;

// ScalarOp:6
	float n_in6p1 = 0.50000;
	float n_out6p0 = n_out5p0 + n_in6p1;

// Input:2
	vec3 n_out2p0 = vec3(UV, 0.0);

// Texture:11
	vec4 tex_frg_11_read = texture(tex_frg_11, n_out2p0.xy);
	vec3 n_out11p0 = tex_frg_11_read.rgb;
	float n_out11p1 = tex_frg_11_read.a;

// ScalarOp:10
	float n_in10p0 = 0.00000;
	float n_out10p0 = n_in10p0 + dot(n_out11p0, vec3(0.333333, 0.333333, 0.333333));

// ScalarOp:8
	float n_out8p0 = n_out6p0 + n_out10p0;

// ScalarFunc:9
	float n_out9p0 = round(n_out8p0);

// ScalarOp:12
	float n_in12p0 = 1.00000;
	float n_out12p0 = n_in12p0 - n_out9p0;

// Output:0
	COLOR.a = n_out12p0;

}

void light() {
// Output:0

}
"
graph_offset = Vector2( -134, 208.75 )
mode = 1
flags/light_only = false
nodes/fragment/0/position = Vector2( 920, 240 )
nodes/fragment/2/node = SubResource( 1 )
nodes/fragment/2/position = Vector2( -120, 320 )
nodes/fragment/3/node = SubResource( 2 )
nodes/fragment/3/position = Vector2( -120, 240 )
nodes/fragment/4/node = SubResource( 3 )
nodes/fragment/4/position = Vector2( 139, 207.75 )
nodes/fragment/5/node = SubResource( 6 )
nodes/fragment/5/position = Vector2( 380, 220 )
nodes/fragment/6/node = SubResource( 7 )
nodes/fragment/6/position = Vector2( 580, 220 )
nodes/fragment/8/node = SubResource( 9 )
nodes/fragment/8/position = Vector2( 440, 460 )
nodes/fragment/9/node = SubResource( 10 )
nodes/fragment/9/position = Vector2( 620, 500 )
nodes/fragment/10/node = SubResource( 11 )
nodes/fragment/10/position = Vector2( 240, 380 )
nodes/fragment/11/node = SubResource( 12 )
nodes/fragment/11/position = Vector2( 40, 340 )
nodes/fragment/12/node = SubResource( 13 )
nodes/fragment/12/position = Vector2( 820, 460 )
nodes/fragment/connections = PoolIntArray( 4, 0, 5, 0, 5, 0, 6, 0, 6, 0, 8, 0, 8, 0, 9, 0, 3, 0, 4, 0, 11, 0, 10, 1, 10, 0, 8, 1, 9, 0, 12, 1, 12, 0, 0, 1, 2, 0, 11, 0 )
